It isn't anything too difficult to code nor anything "new" (not sure if has been done before in Wesnoth tbh).
But toying with stuff I came up with a cool way to play basically an endless game in a "small map" and without loading scenarios.

What I do is create several small maps (30x15, castles in the images are for holding leader npcs) and create "transitions" between them.

How it works?
Well, there is a variable that stores the "location" or current screen (in my case, called currentzone), and each time one of the hero units moves to transition hexes (hex+radius 1 where name of the zone is), it changes the screen.
-It kills all npc controlled units that cannot recruit, removes all labels, removes all images.
-Loads the corresponding map file, units, images and labels of the new screen.
-Sets the currentzone to the name of the new zone.
-Teleports hero units to the new location depending on the road is.

It is possible to create the illusion of a continuous exploration of an immense, endless area, without dealing with the issues of making big maps.

I felt like like sharing it to see opinions, especially of other rpg creators.

Attachments

Last edited by PapaSmurfReloaded on November 5th, 2018, 11:43 pm, edited 1 time in total.

I have created a 2p-scenario in 1.12 called the Dungeon , which is basically a scenario with the style of the Race to Dimaga Beach that has exploited the similar techniques. I made it so that one can go through a combination of layers in each run. The main technical problem I had was that the WML for all the maps need to be loaded at once at the start of this one scenario, so the volume of the scenario is limited before it should encounter performance issue.

Last edited by Xara on November 8th, 2018, 1:24 am, edited 1 time in total.

I have created a 2p-scenario in 1.12 called the Dungeon , which is basically a scenario with the style of the Race to Dimaga Beach that has exploited the similar techniques. I made it so that one can go through a combination of layers in each run.

Look like a nice concept. So you always replace the existing map and teleport the units. Your concept is great as it it allows fast game play.
But are those tiles random made or due you use fix patterns?

As far as I can see you use patterns, which is quite understandable.

I use a similar concept in my encounters - I'm checking the terrain, save the location of the hero on the worldmap and load a scenario.
This scenario than selects a random-map based on the terrain (which is mostly streets/grass).

One thing I like to share - save your maps as text and than use a terrain mask like that:

As far as I've seen that is a nice way to get a higher performance. After all I use more than 80 different terrain masks in my infinite random dungeons and as far as I've seen they are still loading fast. After all it's just text.

Look like a nice concept. So you always replace the existing map and teleport the units. Your concept is great as it it allows fast game play.
But are those tiles random made or due you use fix patterns?

As far as I can see you use patterns, which is quite understandable.

I use a similar concept in my encounters - I'm checking the terrain, save the location of the hero on the worldmap and load a scenario.
This scenario than selects a random-map based on the terrain (which is mostly streets/grass).

One thing I like to share - save your maps as text and than use a terrain mask like that:

As far as I've seen that is a nice way to get a higher performance. After all I use more than 80 different terrain masks in my infinite random dungeons and as far as I've seen they are still loading fast. After all it's just text.

Yup, I'm using replace map, too. Try it with a terrain mask, so you can instantly change a map with almost no loading time. I always believed that you've used that technique already ^^. Just play with it and never forget the good looking tutor , that told you about that feature.

yap, Heindal is saying that if you have slow loading time with [replace_map] as it will need to load all the maps in begining of scenario, you could use [terrain mask] instead, where you would have same maps just stored as a text.. (if you open your *.map with text editor and then copy paste it into [terrain_mask] code..). This would have no loading times and no slow speed or any performance issues. IF you have any slow performance with [replace_map] at all.. im not 100% convinced there would be any.